Release Notes for 659

Hi everyone, 659 is out the door. I hope your year so far has been happy and fulfilling.

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EditableSound when? That’s what this looks like it’s hinting at… :thinking:

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Ah finally, much easier making single-code plugins now.

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finally. i had rbxassetid:// baked into muscle memory

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Add an ingame join group prompt! :+1:

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We have discussed editable-audio within the team, but this change isn’t directly related – it’s mostly just a bugfix :sweat_smile:

An editable audio API would probably end up differing from images & meshes.

For example, it’s more likely that you’d want to edit an audio asset while it’s playing, whereas EditableImage and EditableMesh have a cleaner separation between author-time and runtime

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I believe it just means you can type the asset id directly

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We have 7 weeks until Release Notes 666!!!

Can’t wait for 1k devs to act like the release notes are devilish.

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what does Enum.AudioWindowSize do

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This is used by the AudioAnalyzer.WindowSize and AudioPitchShifter.WindowSize properties; larger windows produce higher quality results – for example AudioAnalyzer:GetSpectrum() returns more data, pitch shifting has fewer artifacts. But that higher-quality is at the cost of latency/lag – shorter windows produce lower-quality, but more timely/immediate results.

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I don’t like the idea of this, a lot of systems use this property to detect if a platform is mobile because we have no API to tell otherwise.

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Agreed, I think this is a bit of a risky change without a pre-warning,

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You shouldn’t try to detect whether a user is on mobile(*). The idiomatic way to change your UI and your inputs is by watching for UserInputService’s GetLastInputType()/LastInputTypeChanged. This way, if a user plugs in and starts using a controller mid-game, or starts using the touchscreen, your interface/controls can adapt accordingly.

*Edit: unless you’re making your own analytics, but for most people this isn’t the case.

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Hello,

I’m one of the developers for Fishing Simulator. Since the release of 659, our users are experiencing issues on mobile; being unable to do anything with the user interface. I’m unsure what exactly changed except for the TouchEnabled property, but our game heavily relies on this property for detecting mobile devices for Roact UI. I hope this can reach the staff, otherwise I’m unsure how we’ll be able to troubleshoot this issue.

Thanks.

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I’ve noticed a couple new methods in the GuiService documentation (not sure when they were added), namely :SendNotification() and :DismissNotification(), but they are not enabled yet.

Are these going to be replacements for StarterGui:SetCore("SendNotification")?

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666 will most likely be released on 1st april :slight_smile:

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i’ve discovered a crash, if you change the WindowSize back to Large it will instantly crash studio

otherwise, great update. i’ve been wanting more precise audio visualization for a while now

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:grimacing: We’ll get that fixed; thanks for the report

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Does that mean realtime audio generation? It would be cool to make a synthesizer within Roblox!!!

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:+1:

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